Hatenna
From Pokemon Tabletop Wiki
Hatenna — Type: Psychic
Favored Skills: Insight, Presence
Deficient Skill: Finesse
Home Turf:
Gifts: Telekinesis, Empath
Initiative: 2
Movement: 6
Size: Small
Traits
Special Attacker: +3/4/5 Special Damage.
Anticipation: The first time each Round you are targeted by an attack that would deal Super-Effective damage, that attack gains +1 Bane to its Accuracy Roll.
Defense Priority: Resolve > Vigor > Evasion
Basic Attacks: Special Innate Ranged
Roles
Artillery | |
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An Offensive Role that specializes in ranged area of effect attacks. |
Healer | |
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A Support Role which heals its allies and helps them succeed at Save Checks. |
Suppressor | |
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A Defensive Role that locks down an area and threatens foes that enter or leave it with ranged attacks. |
Abilities
Vibe Check |
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Free Action, Scene x1 |
Trigger: You use a move that targets a character besides yourself. |
Target: One of the targets of the triggering Move |
Effect: The target chooses to grant you either the Positive Vibe or Negative Vibe status. You gain the following effects depending on your Vibe:
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Moves
Starting Moves
Mind Blast ✦ Psychic Type | |
1 AP, At-Will ✦ Strike | |
Targets: Range 4, Blast 2 ✦ vs Resolve | |
Hit: 1d6 Special Psychic Damage. Deals +1d6 damage to targets suffering from a Mental Status Condition. |
Disarming Voice ✦ Fairy Type | |
2 AP, At-Will ✦ Strike, Sonic | |
Targets: Burst 1 ✦ vs Resolve | |
Hit: 1d6 Special Fairy Damage. | |
Always: All targets have +1 Bane on Accuracy Rolls against you for one full round. You may Disengage 1. | |
Boost: +1d6 Damage. Resisted Damage on miss. On a hit, targets that target you with a Strike before the end of their next turn become Weakened for one full round. This effect applies before damage is resolved. |
Encourage ✦ Normal Type | |
1 AP, At-Will ✦ Maneuver, Limited | |
Targets: Range 4, 1 Target | |
Always: Choose one effect below.
- The target may immediately make a Save Check with +1 Boon for one Status Condition they have which is Save Ends. - The target gains a Tick of Temporary Hit Points. - The target may stand up from Prone or attempt to break free from a Grapple as a Free Action. |
Tier 1 Natural Moves
Life Dew ✦ Water Type | |
1 AP, Scene x2 ✦ Maneuver | |
Targets: Range 6, 1 Target | |
Always: The target gains 1 Tick of Temporary Hit Points. If the target was Shaken, they instead gain Temporary Hit Points equal to their Recovery Value. |
Charm ✦ Fairy Type | |
1 AP, At-Will ✦ Trick, Social, Limited | |
Targets: Range 6, 1 Target ✦ vs Resolve | |
Hit: The target chooses: either become Weakened for one full round, or it must immediately Move towards you, getting as close as possible. This consumes its next Move Action. |
Fountain Blast ✦ Water Type | |
2 AP, At-Will ✦ Strike | |
Targets: Range 6, Blast 2 ✦ vs Vigor | |
Hit: 2d6 Special Water Damage. | |
Critical or SE: Targets are Slowed (Save Ends). | |
Boost: Becomes a Ranged Blast 3. Half damage on miss. |
Tier 1 Tutor Moves
Snarl ✦ Dark Type | |
2 AP, At-Will ✦ Strike, Social, Sonic | |
Targets: Cone 2 ✦ vs Resolve | |
Hit: 2d6 Special Dark Damage. | |
Always: The targets deal Special Damage as if Resisted one step further until the end of their next turn (Limited). | |
Boost: Snarl becomes your choice of a Cone 3 or a Burst 1. Half damage on miss. |
Glimmer Ray ✦ Fairy Type | |
2 AP, At-Will ✦ Strike | |
Targets: Range 6, 1 Target ✦ vs Resolve | |
Hit: 3d6 Special Fairy Damage. | |
Always: Glimmer Ray creates a Zone in a line between you and the target that lasts for one full round. Attacks that target through this Zone take +1 Bane to Accuracy Roll. | |
Boost: Targets a Line 6, Friendly. Resisted Damage on miss. Allies caught in the Glimmer Ray add +1 Boon to their next Accuracy roll made before the end of their next turn. |